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Knights of the Daystorm Game Guide
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Knights of the Daystorm Game Guide
Earth's Knights
The Knights player may never control more than
6 spaces and 450 points worth of Unique • Agent Carr - 100 points
Heroes. If during a dungeon, the Knights should • Agent Skahen - 120 points
ever enter a new room with more than the
allotted points or spaces worth of units, the
• Alastair Macdirk - 110 points
player must discard units back into the draft pool • Brave Arrow - 50 points
until these requirements are satisfied. • Crixus - 90 points
At the outset of the campaign, the Knights player
• Deadeye Dan - 60 points
may draft from the pool of heroes on the • Elgrim - 30 points
adjacent list. After each dungeon, this pool will • Finn - 80 points
expand per that scenario’s guidelines. • Guilty McCreech - 30 points
Once a figure is chosen, it cannot be replaced • Hatamoto Taro - 130 points
unless destroyed in a dungeon. Once a Knight, • Isamu - 10 points
always a Knight! • James Murphy - 75 points
Spirits (such as Finn the Viking Champion’s • Johnny"Shotgun"Sullivan - 60 points
“Warrior Attack Spirit 1”) placed a Knight’s army • Kaemon Awa - 120 points
card carry over between dungeons, and can • Kumiko - 80 points
never be moved to a different Knight. If that
• Marcus Decimus Gallus - 100 points
Knight is destroyed, the Spirit bonus is lost.
• Master Win Chiu Woo - 140 points
When moving from one room to another in a • Moriko - 80 points
dungeon, remove all wound markers from
• Otonashi - 10 points
Knights’ army cards.
• Parmenio - 90 points
If all Knights are destroyed in the first dungeon • Retiarius - 90 points
they attempt, the Knights’ player may draft an
• Sgt. Drake (RotV) - 110 points
entirely new group and repeat the same
dungeon again from the start. • Shiori - 60 points
• Sir Denrick - 100 points
If all Knights are destroyed again, or are
• Sir Gilbert - 105 points
destroyed at any other time after the first
dungeon, the campaign is over and the DM wins! • Sir Hawthorne - 90 points
• Thorgrim - 80 points
• Valguard - 110 points
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Knights of the Daystorm Game Guide
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T Treasures Glyphs and Artifact Cards
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Glyph Printouts (DO NOT RESIZE)
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Artifact Cards
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Artifact Cards Battlefield
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Artifact Cards
Unless otherwise stated in a Room’s scenario text, the goal of the player is always to destroy
all of the DM’s figures.
Rooms
Bear in mind when playing on any map that major terrain-type changes will always denote a
new room and thus a new encounter. Play only 1 room at a time! This includes moving
figures and checking for line of sight.
Starting Zones
Knights always start in Red starting zones. The DM always starts in Blue starting zones.
Yellow starting zones are for placing additional DM-controlled figures in an Advanced
Dungeon (see below).
Treasure Glyphs
In the battlefield diagrams, Treasure Glyphs are represented by a glyph of Brandar. Consult
the scenario rules for which glyph to use specifically on that space.
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